Mission refactoring (mission prefabs) and option to select which types of missions can be selected when mission type is set to random (TODO: a way to set the allowed types from the UI).
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@@ -18,10 +18,10 @@ namespace Barotrauma
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get { return monster != null && !monster.IsDead ? radarPosition : Vector2.Zero; }
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}
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public MonsterMission(XElement element, Location[] locations)
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: base(element, locations)
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public MonsterMission(MissionPrefab prefab, Location[] locations)
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: base(prefab, locations)
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{
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monsterFile = element.GetAttributeString("monsterfile", "");
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monsterFile = prefab.ConfigElement.GetAttributeString("monsterfile", "");
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}
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